OptionalskyThe sky dome the shafts belong to. Two jobs: its mesh is kept out of the occlusion pass (the sky is what the rays are made of, not something that blocks them), and its overcast factor gates them, so a storm puts them out along with the sun disc. Without one, feed overcast via GodRays.setOvercast.
OptionalenabledDraw the rays. Default true.
OptionalintensityBrightness added where the line to the sun is completely open — i.e. the value the shafts reach right at the sun disc, before the daylight and overcast gates. Default 0.55.
OptionaldensityHow far along the line to the sun a pixel gathers, as a fraction of that whole distance. 1 marches the full span for long shafts; lower values keep the glow tight around the sun. Default 1.
OptionaldecayPer-sample falloff, 0–1. The shafts' length: 0.9 is a short flare, 0.97 throws light most of the way across the frame. Default 0.93.
OptionalsamplesSamples marched per pixel. The one real cost knob — 28 is smooth at quarter resolution, 16 is visibly noisier but half the price. Changing it rebuilds the shader. Default 28.
OptionalresolutionOcclusion buffer size as a fraction of the drawing buffer. The mask is blurred along its whole length anyway, so there is nothing to gain from detail here. Default 0.25.
OptionalcolorRay color. Null (the default) follows the sun's own color, so the shafts go orange at dawn along with the light and the horizon.
OptionalexcludeObjects that must not block the light: particles, screen-space overlays, anything drawn without depth. The attached sky's dome is excluded for you.
God-ray styling. Unset fields keep their current value.